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Perancangan Sistem Informasi Manajemen Parkir Dengan Pendekatan Algoritma Hill Climbing di Pusat Perbelanjaan (Studi Kasus: Mal Ska-Pekanbaru) Rakhman Gusti Subehi; Dini Nurmala Sari; Heni Rachmawati
Semantik Vol 3, No 1 (2013): Semantik 2013
Publisher : Semantik

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (546.89 KB)

Abstract

Mal SKA (Sentral Komersil Arengka) merupakan salah satu pusat perbelanjaan modern yang ramai akan datangnya pengunjung khususnya disaat akhir pekan atau sedang berlangsungnya event yang diselanggarakan. Mendapatkan parkir pada waktu tertentu merupakan hal yang sulit dilakukan, apalagi disaat penuh dan ramai. Untuk menemukan tempat parkir yang kosong, mobil harus berjalan pelan dikarenakan pengaturan aktivitas dan ruang parkir yang ada lebih kecil dibandingkan jumlah kendaraan yang datang. Hal itu menyebabkan terjadinya kemacetan di dalam area parkir dan mengakibatkan kurang puasnya pengunjung terhadap pelayanan parkiran. Salah satu metode untuk mengoptimasi lama waktu tunggu pengguna adalah algoritma Hill Climbing. Algoritma Hill Climbing adalah suatu metode untuk mencari dan menentukan rute yang paling singkat dengan memperkecil jumlah tempat yang disinggahi. Maka dibangun aplikasi yang dapatmemberikan informasi lahan parkir yang kosong untuk pengunjung menggunakan algoritma Hill Climbing. Selain itu aplikasi ini dapat melakukan pemesanan tempat parkir bagi Member (Pemilik Properti). Untuk Guest (Tamu) dan Member dapat mengakses melalui Mobile Application berbasis Android. Sedangkan manajemen parkir menggunakan Website Application berbasis PHP. Berdasarkan penelitian yang telah dilakukan aplikasi ini dapat memecahkan kemacetan dalam parkir karena pengguna akan mendapatkan lahan parkir dengan posisi yang diinformasikan.
RANCANG BANGUN PERANGKAT LUNAK ELECTRONIC DESIGN AUTOMATION UNTUK INDUSTRI SEMIKONDUKTOR INDONESIA Heni Rachmawati; Edmond Febrinicko Armay
JURNAL TEKNOSAINS KODEPENA Vol. 2 No. 2 (2022): Jurnal Teknosains Kodepena Vol.2 Nomor 2 Januari 2022
Publisher : Kodepena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54423/jtk.v2i2.38

Abstract

Saat ini desain rangkaian elektronika semakin kompleks, sehingga kebutuhan perangkat lunak Electronic Design Automation (EDA) juga semakin besar. Perangkat lunak yang ada hanya mampu mendesain rangkaian elektronika dalam skala kecil, dan belum mengakomodasi peralatan sintesis dan analisis yang baru. Selain itu, perangkat lunak yang tersedia juga belum memanfaatkan geometri dan konektivitas layout komponen elektronika. Untuk memenuhi kebutuhan-kebutuhan tersebut di atas, telah dibuat suatu perangkat lunak yang menggunakan pendekatan integrasi dan basis data. Pendekatan integrasi digunakan karena memiliki keunggulan dalam hal kemudahan, kumpulan Input/Output (I/O) handlers dapat digunakan, fleksibel, dan fungsional, sehingga interaksi pengguna menjadi lebih seragam dan kuat. Pendekatan basis data, khususnya basis data berorientasi objek, memiliki keunggulan dalam hal banyaknya objek yang tak terbatas dan dapat menambah atribut pada objek apapun. Menggunakan kedua pendekatan di atas, perangkat lunak memperlihatkan peralatan-peralatannya dapat berinteraksi satu sama lain, kontrol perubahan sangat mudah dikelola, dan pengguna dapat membangun sistem kendala, sehingga memungkinkan manipulasi basis data.
Implementation of Parallel Programming in One-Dimensional Electromagnetic Simulation with the FDTD Method Edmond Febrinicko Armay; Heni Rachmawati
Jurnal Komputer Terapan Vol. 8 No. 1 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (520.133 KB) | DOI: 10.35143/jkt.v8i1.5370

Abstract

Simulation of electromagnetic in 1D has been done using FDTD method. The simulation is conducted on some scenario, starting from one-dimensional free space, absorbing boundary condition in one dimension, propagation in a dielectric medium, simulating different sources, and propagation in a lossy dielectric medium. To accelerate calculation process, parallel programming technique is used on looping parts of simulation.
Rancang Bangun Game Mobile Edukasi Bina Diri untuk Anak Berkebutuhan Khusus Tunagrahita Wenda Novayani; Heni Rachmawati; irwan hasbi
Jurnal Komputer Terapan Vol. 9 No. 1 (2023): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35143/jkt.v9i1.5765

Abstract

Merancang dan membangun game edukasi sesuai dengan kebutuhan pengguna akan meningkatkan aspek dan kebermanfaatan positif dari game tersebut. Siswa tunagrahita memiliki tingkat cederdasan dibawah anak normal. mata pelajaran  bina diri di SLB adalah bpelajaran yang diberikan kepada siswa tunagrahita agar mampu melaksanakan kegiatan sehari-hari dan mengurus dirinya sendiri .  Tujuan penelitian merancang dan bangun game edukasi sesuai kebutuhan siswa tunagrahita, agar siswa  senang dan tertarik belajar  bina diri. Penelitian ini dilakukan di SLB Sri Mujinab Pekanbaru. Metode penelitian yang digunakan yaitu Research & Development (R&D), kemudian dilanjut kan dengan analisis kepuasan pengguna melalui kuesioner dan observasi lapangan.  Wawancara dan diskusi dengan guru SLB Sri Mujinab dilakukan untuk pengumpulan data. Subjek penelitian adalah 30 orang siswa tunagrahita (10 siswa SD, 10 siswa SMP, 10 siswa SMA) SLB Sri Mujinab Pekanbaru.  Perancangan dan pengembangan game telah berhasil dilakukan sesuai kebutuhan siswa tunagrahita dan 100% telah sesuai berdasarkan pengujian UAT dan validasi materi. Hasil pengujian kepuasan pengguna, 90% siswa  tunagrahita Sri Mujinab menyatakan lebih suka dan menarik belajar bina diri melalui game.
Rancang Bangun Aplikasi Food Waste Management pada Usaha Food and Beverages Heni Rachmawati Santoso; Syefrida Yulina
Jurnal Komputer Terapan Vol. 9 No. 1 (2023): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35143/jkt.v9i1.5840

Abstract

Food waste management should be an essential concern in the food and beverages (F&B) industries. FAO notes that the F&B business is one of the causes of food waste, both from the production level to consumer consumption. This study aims to help F&B businesses have a food waste management application, as well as help recommend menus that have a lower probability of food waste appearing. The study uses queuing techniques in handling material stocks and conducting food waste audits by documenting the groupings of the waste produced. The results of the two previous functions become input for the menu recommendation process with minimal waste based on the Contextual Model approach and Multi-Criteria Decision Making (MCDM). The results show that the queuing mechanism in handling material stocks has succeeded in reducing COGS by 24.8%. The waste audit succeeded in calculating the percentage of food loss and food waste that appeared, and the menu recommendations succeeded in providing the best alternative that minimized the appearance of waste
Pengembangan Game 3D Mobile Edukasi untuk Membantu Proses Pembelajaran Pengenalan Benda bagi Anak Tunagrahita Wenda Novayani; Heni Rachmawati; Qory Yaman
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.23856

Abstract

Children with intellectual disabilities take a long time to understand things and find it difficult to concentrate. Conventional learning at school has not been able to make children with intellectual disabilities focus on education, so learning objectives are not optimal. This research aims to produce educational mobile games in the form of 3D recognition of objects around the school that can help improve the learning process. The research method used is research and development (R&D), where in-game development uses the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The research sample consisted of ten students in grades 5–6 of SD SLB Pelita Hati Pekanbaru. The research instruments are Learning Object Review Instrument (LORI) validation sheets for media and material experts and user satisfaction sheets. Media and material experts validate game feasibility testing and the analysis of the user satisfaction questionnaire. The results showed that object recognition games for children with intellectual disabilities are very valid, motivating, exciting, and increase the concentration of students with intellectual disabilities so as to improve the learning process. Thus, 3D mobile object recognition educational games can be used as an alternative learning medium for children with intellectual disabilities.
Performance Analysis of Classification Models in Multiclass Facial Expression Recognition Based on Eigenface Features Yulina, Syefrida; Rachmawati, Heni
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol 12, No 3 (2023): NOVEMBER
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v12i3.1742

Abstract

Facial Expression Recognition (FER) is currently widely explored by researchers in the field of Computer Vision. The application of Machine Learning and Deep Learning methods is useful in developing an intelligent system that is accurate in recognizing facial expressions such as emotions. This is inseparable from the type of dataset and classification method used which certainly affects the desired results. To choose the right method, it is necessary to compare the performance of these methods. This study focuses on comparing the performance results of four classification methods namely, Convolutional Neural Network (CNN), Support Vector Machine (SVM), K-Nearest Neighbor (KNN), Naïve Bayes Classifier (NBC) on a multiclass dataset for seven classes of facial emotion labels based on Eigenface feature selection uses the Personal Component Analysis (PCA) algorithm. The test parameters used to perform method comparisons are accuracy, recall, precision, f1-score, as well as the Receiving Operating Characteristic (ROC) and Area Under Curve (AUC) curves. The results of the analysis state that the SVM method has the highest accuracy value, while other methods show varying performance based on recall, precision, f1-score, and ROC and AUC analysis. This research was conducted on the FER 2013 dataset which showed that the classification method tested had quite good performance according to the test parameters.
Bahasa Inggris Santoso, Heni Rachmawati; Novayani, Wenda; Lestari, Indah; Putri, Afifah
Jurnal Komputer Terapan Vol 10 No 2 (2024): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35143/jkt.v10i2.6431

Abstract

The Community Health Center Queue Management System is an Android and website-based online queuing system. The purpose of this research is to help Puskesmas Umban Sari who faces difficulty in managing patient queues. The main process handled by the system is registration and data recapitulation. The system has two queuing features that can be activated or not as needed, namely the priority queue and linear queue. The development method in this research is done by using the Rational Unified Process (RUP). The tests carried out are black box testing, usability testing, and performance testing. Based on the outcomes obtained from black box testing, it can be determined that the system is functioning very well. The Usability testing with a total of 50 respondents shows a score of 84%, which means that this system is quite satisfactory and useful for users. Whereas in performance testing, the Load Testing and Stress Testing processes were obtained by 67%, which means that the performance of this system is quite good when given heavy pressure and many users access simultaneously. The system successfully reduced waiting times and improved service efficiency.